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Make SCollisionHit::TriangleSelector and SCollisionTriangleRange::Selector both const.
Avoids lots of const casts and there shouldn't be a good reason to have those non-const. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6396 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -30,7 +30,7 @@ namespace scene
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core::triangle3df Triangle;
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//! Triangle selector which contained the colliding triangle (useful when having MetaTriangleSelector)
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ITriangleSelector* TriangleSelector;
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const ITriangleSelector* TriangleSelector;
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//! Node which contained the triangle (is 0 when selector doesn't have that information)
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ISceneNode* Node;
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@ -49,7 +49,7 @@ struct SCollisionTriangleRange
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irr::u32 RangeSize;
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//! Real selector which contained those triangles (useful when working with MetaTriangleSelector)
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ITriangleSelector* Selector;
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const ITriangleSelector* Selector;
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//! SceneNode from which the triangles are from
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ISceneNode* SceneNode;
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@ -180,7 +180,7 @@ void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = trianglesWritten;
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triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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@ -272,7 +272,7 @@ void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arr
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = trianglesWritten;
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triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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@ -115,7 +115,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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@ -163,7 +163,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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@ -209,7 +209,7 @@ void CTerrainTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = tIndex;
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triRange.Selector = const_cast<CTerrainTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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}
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@ -293,7 +293,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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triRange.RangeStart = 0;
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triRange.RangeSize = cnt;
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triRange.Selector = const_cast<CTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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@ -313,7 +313,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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triRange.MeshBuffer = BufferRanges[rangeIndex].MeshBuffer;
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triRange.RangeStart = BufferRanges[rangeIndex].RangeStart;
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triRange.RangeSize = core::min_( cnt-BufferRanges[rangeIndex].RangeStart, BufferRanges[rangeIndex].RangeSize);
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triRange.Selector = const_cast<CTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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outTriangleInfo->push_back(triRange);
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@ -370,7 +370,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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irr::u32 activeRange = 0;
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SCollisionTriangleRange triRange;
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triRange.Selector = const_cast<CTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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triRange.RangeStart = triangleCount;
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triRange.MeshBuffer = BufferRanges[activeRange].MeshBuffer;
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@ -433,7 +433,7 @@ void CTriangleSelector::getTriangles(core::triangle3df* triangles,
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = triangleCount;
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triRange.Selector = const_cast<CTriangleSelector*>(this);
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triRange.Selector = this;
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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